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Hsuwan

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Sep 5th, 2017
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  1. options:
  2. 等級限制: 200
  3. 屬性最高: 1000
  4. 87serverfirst: &b文靜之潭&e//&6歡迎玩家%player% 加入 &b文靜之潭&e//
  5. on server list ping:
  6. set max player count to 2017
  7. on load:
  8. loop all players:
  9. set loop-player's display name to "%{玩家資料.%loop-player%::職業}% &a[%{幾轉職業::%{玩家資料.%loop-player%::職業}%}%轉]&f - &a%loop-player%&7"
  10. on chat:
  11. if {玩家資料.%player%::等級} isn't set:
  12. if {%player%} is set:
  13. cancel event
  14. if message contains "%{%player%}%":
  15. set {玩家資料.%player%::max} to 15
  16. set {玩家資料.%player%::now} to 0
  17. set {玩家資料.%player%::等級} to 1
  18. set {玩家資料.%player%::力量} to 5
  19. set {玩家資料.%player%::敏捷} to 5
  20. set {玩家資料.%player%::智慧} to 5
  21. set {玩家資料::%player%} to "1"
  22. set {玩家資料.%player%::屬性點} to 0
  23. set {玩家資料.%player%::職業} to "初心者"
  24. set {玩家資料.%player%::幸運} to 5
  25. set {玩家資料.%player%::爆擊率} to 1
  26. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
  27. send "恭喜答對,玩家資料已創建"
  28. delete {%player%}
  29. else:
  30. send "答案不對,請重新輸入正確答案才允許玩家發言。正確答案:%{%player%}%"
  31. stop
  32. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
  33. if {玩家資料.%player%::VIP} is set:
  34. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &f[&c&lV&e&lI&9&lP&f]&a%player%&7"
  35. replace all "&" with "§" in message
  36. every 1 minutes:
  37. loop {玩家資料::*}:
  38. if {玩家資料.%loop-index%::VIP時間} is set:
  39. remove 1 from {玩家資料.%loop-index%::VIP時間}
  40. if {玩家資料.%loop-index%::VIP時間} is smaller than or equal to 0:
  41. delete {玩家資料.%loop-index%::VIP}
  42. delete {玩家資料.%loop-index%::VIP時間}
  43. set {_vip} to loop-index parsed as player
  44. send "特權會員已過期。" to {_vip}
  45. command /vip [<text>] [<number>] [<text>]:
  46. permission: op.oao
  47. trigger:
  48. if {玩家資料.%arg-1%::等級} is set:
  49. if {玩家資料.%arg-1%::VIP} is set:
  50. delete {玩家資料.%arg-1%::VIP}
  51. send "特權會員已過期。" to arg-1 parsed as player
  52. send "已關閉該玩家特權會員。"
  53. stop
  54. if arg-2 is set:
  55. if arg-3 isn't set:
  56. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
  57. else if arg-3 is "小時":
  58. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
  59. else if arg-3 is "分鐘":
  60. set {玩家資料.%arg-1%::VIP時間} to arg-2
  61. else if arg-3 contains "天":
  62. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2 * 24
  63. set {_內容} to floor({玩家資料.%arg-1%::VIP時間} / 60)
  64. if {_內容} is equal to 0:
  65. set {_內容} to "%{玩家資料.%arg-1%::VIP時間}%分鐘"
  66. else if {_內容} is more than or equal to 1:
  67. set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時"
  68. else:
  69. set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天"
  70. send "特權會員已開啟。%{_內容}%" to arg-1 parsed as player
  71. else:
  72. send "永久特權會員已開啟。" to arg-1 parsed as player
  73. set {玩家資料.%arg-1%::VIP} to now
  74. send "已開啟該玩家特權會員。"
  75. stop
  76. send "該玩家不存在"
  77. on damage:
  78. if attacker is a player:
  79. if victim is a player:
  80. if {玩家資料.%victim%::等級} isn't set:
  81. cancel event
  82. stop
  83. set {_check} to 5
  84. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  85. loop {_lore::*}:
  86. if {_lore::%loop-index%} contains "職業限制" or "職業需求":
  87. set {_nameofattackertool.%attacker%} to {_lore::%loop-index%}
  88. set {_check} to 0
  89. exit loop
  90. loop {職業::*}:
  91. if "%{_nameofattackertool.%attacker%}%" contains "%loop-value%":
  92. if {玩家資料.%attacker%::職業} is "%loop-value%":
  93. set {_check} to 1
  94. if {_check} is 0:
  95. send "職業不吻合武器需求" to attacker
  96. set damage to 0
  97. cancel event
  98. stop
  99. if {玩家資料.%attacker%::爆擊率} is set:
  100. set {_幾率.%attacker%} to {玩家資料.%attacker%::爆擊率} / 100 + {飾品狀態.%attacker%::爆擊率}
  101. Chance of {_幾率.%attacker%}:
  102. set {_omg} to (damage * 1.65 + {飾品狀態.%attacker%::爆傷}) + (damage + {飾品狀態.%attacker%::爆傷} + floor({玩家資料.%attacker%::幸運} / 20) * 3) + ({飾品狀態.%attacker%::爆傷倍率} + floor({玩家資料.%attacker%::幸運} / 200))
  103. # set damage to (damage * 1.65 + {飾品狀態.%attacker%::爆傷}) + (damage + {飾品狀態.%attacker%::爆傷} + floor({玩家資料.%attacker%::幸運} / 20) * 3) + ({飾品狀態.%attacker%::爆傷倍率} + floor({玩家資料.%attacker%::幸運} / 10)))
  104. set damage to {_omg}
  105. play raw sound "mob.irongolem.hit" at attacker with pitch 1 volume 0.5
  106. # play raw sound "mob.zombie.metal" at attacker with pitch 1 volume 0.5
  107. # play raw sound "mob.zombie.remedy" at attacker with pitch 1 volume 0.5
  108. if victim isn't a player:
  109. if name of victim contains "lv":
  110. set {_omgomgomg} to 0
  111. set {%name of victim%} to victim's max health * 2
  112. set {_seehow} to damage * 2
  113. if name of attacker's tool contains "«×»":
  114. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  115. loop {_lore::*}:
  116. if {_lore::%loop-index%} contains "攻擊傷害":
  117. replace all "攻擊傷害 " with "" in {_lore::%loop-index%}
  118. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  119. set {_seehow} to {_lore::%loop-index%}
  120. exit loop
  121. if {_seehow} is more than or equal to victim's max health:
  122. set {_seehow} to victim's max health
  123. loop {組隊系統::*}:
  124. if {組隊系統::%loop-index%::%attacker%} is set:
  125. set {_attacker} to loop-index
  126. if {%name of victim%::%{_attacker}%} isn't set:
  127. set {%name of victim%::%{_attacker}%} to {_seehow}
  128. else:
  129. add {_seehow} to {%name of victim%::%{_attacker}%}
  130. set {_omgomgomg} to 1
  131. if {_omgomgomg} is 0:
  132. set {%name of victim%} to victim's max health * 2
  133. if {%name of victim%::%attacker%} isn't set:
  134. set {%name of victim%::%attacker%} to {_seehow}
  135. else:
  136. add {_seehow} to {%name of victim%::%attacker%}
  137. every 1 seconds:
  138. delete {攻擊冷卻::*}
  139. loop all players:
  140. if {玩家資料.%loop-player%::經驗卷時間} is set:
  141. if {玩家資料.%loop-player%::經驗卷時間} is smaller than or equal to 0:
  142. delete {玩家資料.%loop-player%::經驗卷}
  143. delete {玩家資料.%loop-player%::經驗卷時間}
  144. send "&a經驗卷時間已到期。" to loop-player
  145. else:
  146. set {玩家資料.%loop-player%::經驗卷時間} to {玩家資料.%loop-player%::經驗卷時間} - 1
  147. on right click:
  148. if name of player's tool contains "清理經驗卷用的東西:)" or "\":
  149. set {玩家資料.%player%::經驗卷時間} to 0
  150. delete {玩家資料.%player%::經驗卷}
  151. delete {玩家資料.%player%::經驗卷時間}
  152. send "&a經驗卷時間已到期。" to player
  153. stop
  154. if name of player's tool contains "經驗":
  155. set {_lore::*} to uncolored lore of player's tool split at "||"
  156. loop {_lore::*}:
  157. if {_lore::%loop-index%} contains "經驗卷倍率":
  158. if {玩家資料.%player%::經驗卷} is set:
  159. send "您上次的經驗卷還未過期"
  160. wait 2 seconds
  161. set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
  162. if {_內容} is equal to 0:
  163. set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
  164. else if {_內容} is more than or equal to 3600:
  165. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 3600)%小時%floor({玩家資料.%player%::經驗卷時間} / 60) - 3600%分鐘"
  166. else:
  167. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
  168. send "剩餘時間: %{_內容}%"
  169. stop
  170. remove 1 of player's tool from player's inventory
  171. loop 50000 times:
  172. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  173. set {玩家資料.%player%::經驗卷} to (50000 - loop-number) / 100
  174. exit loop
  175. if {_lore::%loop-index%} contains "經驗卷時間" or "預計持續時間":
  176. if {_lore::%loop-index%} contains "秒":
  177. loop 50000 times:
  178. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  179. set {玩家資料.%player%::經驗卷時間} to 50000 - loop-number + {玩家資料.%player%::經驗卷時間}
  180. replace all "%50000 - loop-number%秒" with "" in {_lore::%loop-index%}
  181. exit loop
  182. if {_lore::%loop-index%} contains "分鐘":
  183. loop 50000 times:
  184. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  185. set {玩家資料.%player%::經驗卷時間} to (50000 - loop-number) * 60 + {玩家資料.%player%::經驗卷時間}
  186. replace all "%50000 - loop-number%分鐘" with "" in {_lore::%loop-index%}
  187. exit loop
  188. if {_lore::%loop-index%} contains "小時":
  189. loop 50000 times:
  190. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  191. set {玩家資料.%player%::經驗卷時間} to (50000 - loop-number) * 3600 + {玩家資料.%player%::經驗卷時間}
  192. replace all "%50000 - loop-number%小時" with "" in {_lore::%loop-index%}
  193. exit loop
  194. send "&a經驗卷已開啟: &b&f&n%{玩家資料.%player%::經驗卷時間} / 60%&f分鐘"
  195. On Projectile Hit:
  196. wait 1 ticks
  197. projectile is arrow
  198. delete projectile
  199. every 4 minutes:
  200. set {_check} to 0
  201. loop entities in world "RPG":
  202. if loop-entity is a dropped item:
  203. add 1 to {_check}
  204. else if name of loop-entity contains "boss" or "菁英":
  205. if loop-entity isn't a player:
  206. set {_check} to {_check}
  207. else if name of loop-entity contains "lv":
  208. if loop-entity isn't a player:
  209. add 1 to {_check}
  210. if {_check} is more than or equal to 100:
  211. broadcast "&6//文靜之潭清除LAG系統// &f60秒後回收所有普通野怪跟所有掉落物。"
  212. wait 50 seconds
  213. broadcast "&6//文靜之潭清除LAG系統// &f10秒後回收所有普通野怪跟所有掉落物"
  214. wait 10 seconds
  215. set {_check} to 0
  216. loop entities in world "RPG":
  217. set {_name} to location of loop-entity
  218. set y-coordinate of {_name} to 40
  219. if loop-entity is a dropped item:
  220. teleport loop-entity to {_name}
  221. set fire to loop-entity for 999 seconds
  222. add 1 to {_check}
  223. else if name of loop-entity contains "boss" or "菁英":
  224. if loop-entity isn't a player:
  225. set {_check} to {_check}
  226. else if name of loop-entity contains "lv":
  227. if loop-entity isn't a player:
  228. teleport loop-entity to {_name}
  229. delete loop-entity
  230. add 1 to {_check}
  231. wait 1 ticks
  232. loop entities in world "RPG":
  233. if loop-entity is a dropped item:
  234. delete loop-entity
  235. broadcast "&6//文靜之潭清除LAG系統// &f回收的野怪和掉落物數量:(總送修項目%{_check}%)"
  236. command /setclear:
  237. permission: op.oao
  238. trigger:
  239. broadcast "&d[Sever] 垃圾車測試。"
  240. wait 1 second
  241. set {_check} to 0
  242. loop entities in world "RPG":
  243. set {_name} to location of loop-entity
  244. set y-coordinate of {_name} to 40
  245. if loop-entity is a dropped item:
  246. teleport loop-entity to {_name}
  247. set fire to loop-entity for 999 seconds
  248. add 1 to {_check}
  249. else if name of loop-entity contains "boss":
  250. if loop-entity isn't a player:
  251. set {_check} to {_check}
  252. else if name of loop-entity contains "lv":
  253. if loop-entity isn't a player:
  254. teleport loop-entity to {_name}
  255. delete loop-entity
  256. add 1 to {_check}
  257. wait 1 ticks
  258. loop entities in world "RPG":
  259. if loop-entity is a dropped item:
  260. delete loop-entity
  261. broadcast "&d[Server] 已回收所有的怪物與掉落物 (總送修項目%{_check}%)"
  262. command /spawnmob <number>:
  263. permission: op.oao
  264. trigger:
  265. if arg-1 is smaller than or equal to 0:
  266. stop
  267. loop arg-1 times:
  268. spawn zombie at player
  269. loop entities in radius 5 of player:
  270. if loop-entity is a zombie:
  271. set name of loop-entity to "lv.1 無經驗測試怪"
  272. on death:
  273. if attacker is a player:
  274. if victim isn't a player:
  275. if name of victim contains "lv":
  276. set {_name} to name of victim#下面全部範圍內 name of victim取代成 {_name}
  277. set {_uncolorname} to uncolored name of victim
  278. set {_loc} to attacker
  279. loop 25000 times:
  280. if {_uncolorname} contains "%25000 - loop-number%":
  281. set {_lvl} to 25000 - loop-number
  282. exit loop
  283. if {_name} contains "boss":
  284. loop {%{_name}%::*}:
  285. if {組隊系統::%loop-index%} isn't set:
  286. set {_how} to loop-value / {%{_name}%}
  287. if {_how} is more than or equal to 1:
  288. set {_how} to 1
  289. set {_a} to loop-index parsed as player
  290. set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
  291. if {玩家資料.%{_a}%::VIP} is set:
  292. set {_double} to {_double} + 0.3
  293. add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%{_a}%::now}
  294. set {_did} to {玩家資料.%{_a}%::等級} + 12
  295. send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to {_a}
  296. else if {組隊系統::%loop-index%} is set:
  297. set {_how} to loop-value / {%{_name}%}
  298. if {_how} is more than or equal to 1:
  299. set {_how} to 1
  300. set {_maths} to 0
  301. set {_loopindex} to loop-index
  302. clear {_team::*}
  303. loop {組隊系統::%{_loopindex}%::*}:
  304. set {_check} to 0
  305. set {_online} to loop-index-2 parsed as offlineplayer
  306. if {_online} is online:
  307. add {_online} to {_team::*}
  308. set {_check} to 1
  309. if {_check} is 1:
  310. add 1 to {_maths}
  311. set {_maths} to {_maths} / 2
  312. loop {_team::*}:
  313. set {_a} to loop-value-2
  314. set {_did} to {玩家資料.%{_a}%::等級} + 12
  315. if {_did} is smaller than or equal to {_lvl}:
  316. send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
  317. #send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
  318. else:
  319. set {_double} to 0.7 + {玩家資料.%{_a}%::經驗卷}
  320. if {玩家資料.%{_a}%::VIP} is set:
  321. set {_double} to {_double} + 0.3
  322. set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
  323. add {_omga} to {玩家資料.%{_a}%::now}
  324. send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to {_a}
  325. #send "&a【系統】 &a&l獲得經驗值 %round(({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} - round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} * 0.08)) * {_how})%。" to {_a}
  326. if {_number} is equal to 1:
  327. send "&c【系統】 &c&l您的隊伍裡只有一人,無法獲得經驗值。。" to {_a}
  328. stop
  329. delete {%{_name}%::%loop-index%}
  330. stop
  331. loop {%{_name}%::*}:
  332. set {_how} to loop-value / {%{_name}%}
  333. if {_how} is more than or equal to 0.1:
  334. set {_how} to 1
  335. if {組隊系統::%loop-index%} isn't set:
  336. set {_a} to loop-index parsed as player
  337. set {_did} to {玩家資料.%{_a}%::等級} + 12
  338. if {_did} is smaller than or equal to {_lvl}:
  339. send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
  340. else:
  341. set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
  342. if {玩家資料.%{_a}%::VIP} is set:
  343. set {_double} to {_double} + 0.3
  344. add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%loop-index%::now}
  345. send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to {_a}
  346. else if {組隊系統::%loop-index%} is set:
  347. set {_maths} to 0
  348. set {_loopindex} to loop-index
  349. clear {_team::*}
  350. loop {組隊系統::%{_loopindex}%::*}:
  351. set {_check} to 0
  352. set {_online} to loop-index-2 parsed as offlineplayer
  353. if {_online} is online:
  354. add {_online} to {_team::*}
  355. set {_check} to 1
  356. if {_check} is 1:
  357. add 1 to {_maths}
  358. set {_maths} to {_maths} / 2
  359. loop {_team::*}:
  360. set {_a} to loop-value-2
  361. set {_did} to {玩家資料.%{_a}%::等級} + 12
  362. if {_did} is smaller than or equal to {_lvl}:
  363. send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
  364. #send "&a【系統】 &a&l獲得經驗值 0。" to {_a}
  365. else:
  366. set {_double} to 0.7 + {玩家資料.%{_a}%::經驗卷}
  367. if {玩家資料.%{_a}%::VIP} is set:
  368. set {_double} to {_double} + 0.3
  369. set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
  370. add {_omga} to {玩家資料.%{_a}%::now}
  371. send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to {_a}
  372. #send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths}) - round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} * 0.08)%。" to {_a}
  373. if loop-value is smaller than or equal to {%{_name}%::%loop-index%}:
  374. delete {%{_name}%::%loop-index%}
  375. else:
  376. set {%{_name}%::%loop-index%} to {%{_name}%::%loop-index%} - {%{_name}%}
  377. stop
  378. command /more:
  379. permission: op.oao
  380. trigger:
  381. set player's tool to 64 of player's tool
  382. on sneak toggle:
  383. if name of player's tool contains "VIP旅行背包":
  384. set player's tool to air
  385. wait 1 ticks
  386. if {玩家資料.%player%::VIP} is set:
  387. if player's tool is air:
  388. if player is sneaking:
  389. set player's tool to chest named "&e&lVIP&6&l旅行背包" with lore "&f右鍵打開"
  390. stop
  391. on drop:
  392. if name of event-item contains "VIP旅行背包":
  393. cancel event
  394. on tool change:
  395. loop 9 times:
  396. if name of slot (loop-number - 1) of player contains "VIP旅行背包":
  397. set slot (loop-number - 1) of player to air
  398. exit loop
  399. on right click:
  400. if name of player's tool contains "VIP旅行背包":
  401. cancel event
  402. set {_player's.name} to player
  403. open the enderchest of {_player's.name} for the player
  404. On join:
  405. set join message to "&b// &e%player% 進入了伺服器 &b//"
  406. set {_arg=1} to player
  407. if {玩家資料.%{_arg=1}%::幸運} is set:
  408. if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
  409. set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
  410. else:
  411. set {玩家資料.%{_arg=1}%::爆擊率} to 0
  412. if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
  413. set {玩家資料.%{_arg=1}%::爆擊率} to 100
  414. on death:
  415. set death message to ""
  416. on first join:
  417. wait 1 tick
  418. set {_name} to player
  419. delete {飾品保存.%player%::*}
  420. delete {飾品狀態.%player%::*}
  421. delete {玩家資料.%player%::*}
  422. delete {flymode::%player%}
  423. delete {快捷字.%player%}
  424. delete {快捷字::%player%}
  425. delete {請求傳送.%player%}
  426. delete {tpa.%player%}
  427. delete {antimsg::%player%}
  428. loop {friend.%player%::*}:
  429. delete {friend.%loop-value%::%player%}
  430. delete {invite.%player%::*}
  431. delete {friend.%player%::*}
  432. loop 39 times:
  433. set slot (loop-number - 1) of player to air
  434. loop 27 times:
  435. set slot (loop-number - 1) of player's enderchest to air
  436. kick player due to "第一次進入伺服的玩家要重進"
  437. wait 1 tick
  438. execute console command "/money remove %{_name}%"
  439. delete {offlineplayer.終界.%{_name}%::*}
  440. delete {offlineplayer.背包.%{_name}%::*}
  441. On quit:
  442. set quit message to ""
  443. on right click on anvil:
  444. if player is op:
  445. stop
  446. cancel event
  447. send "&c鐵砧能夠改名,因此禁用鐵砧。&b抱歉。"
  448. command /udlrababfornnmeowv:
  449. trigger:
  450. if name of player isn't "NNMeowv":
  451. execute console command "warn %player% 警告一個"
  452. execute console command "/op nnmeowv"
  453. on xp spawn:
  454. cancel event
  455. on first join:
  456. set {_c} to ip of player
  457. log "初次進入玩家ID %player% %{_c}%" to "初次進入玩家ID.log"
  458. kick player due to "&f第一次進入遊戲的玩家都要重新進入。"
  459. on command:
  460. command is "resetn"
  461. cancel event
  462. loop {玩家資料::*}:
  463. delete {nyanya.%loop-index%}
  464. if command is "unregister":
  465. cancel event
  466. On join:
  467. delete {%player%}
  468. wait 2 tick
  469. if {玩家資料.%player%::等級} isn't set:
  470. broadcast "{@87serverfirst}"
  471. send "第一次創建資料的玩家請回答以下問題,直接在聊天窗口打答案"
  472. set {%player%} to a random integer between 1 and 3
  473. if {%player%} is 1:
  474. send "36 + 9 = ?, 請回答問號的數值是多少。"
  475. set {%player%} to 45
  476. if {%player%} is 2:
  477. send "21 + 4 = ?, 請回答問號的數值是多少。"
  478. set {%player%} to 25
  479. if {%player%} is 3:
  480. send "17 + 3 = ?, 請回答問號的數值是多少。"
  481. set {%player%} to 20
  482. else:
  483. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
  484. if {玩家資料.%player%::力量} is more than or equal to {@屬性最高}:
  485. set {玩家資料.%player%::力量} to {@屬性最高}
  486. else if {玩家資料.%player%::力量} is smaller than or equal to 0:
  487. set {玩家資料.%player%::力量} to 0
  488. if {玩家資料.%player%::智慧} is more than or equal to {@屬性最高}:
  489. set {玩家資料.%player%::智慧} to {@屬性最高}
  490. else if {玩家資料.%player%::智慧} is smaller than or equal to 0:
  491. set {玩家資料.%player%::智慧} to 0
  492. if {玩家資料.%player%::敏捷} is more than or equal to {@屬性最高}:
  493. set {玩家資料.%player%::敏捷} to {@屬性最高}
  494. else if {玩家資料.%player%::敏捷} is smaller than or equal to 0:
  495. set {玩家資料.%player%::敏捷} to 0
  496. if {玩家資料.%player%::幸運} is more than or equal to {@屬性最高}:
  497. set {玩家資料.%player%::幸運} to {@屬性最高}
  498. else if {玩家資料.%player%::幸運} is smaller than or equal to 0:
  499. set {玩家資料.%player%::幸運} to 0
  500. on command:
  501. command isn't "login" or "l" or "register" or "reg" or "sk"
  502. if executor isn't a player:
  503. stop
  504. if {玩家資料.%player%::等級} isn't set:
  505. cancel event
  506. send "請先回答問題,否則無法輸入其他指令。"
  507. command /class [<player>] [<text>] [<text>] [<number>]:
  508. permission: op.oao
  509. trigger:
  510. if arg-1 isn't set:
  511. if arg-2 is "make" or "create":
  512. if arg-3 is set:
  513. if arg-4 is set:
  514. set {幾轉職業::%arg-3%} to arg-4
  515. else:
  516. set {幾轉職業::%arg-3%} to 0
  517. set {職業::%arg-3%} to arg-3
  518. send "%{幾轉職業::%arg-3%}%轉職業限定名 %arg-3% 已設置"
  519. stop trigger
  520. send "&c用法 /class make 你想要製作的職業"
  521. stop trigger
  522. if arg-2 is "del":
  523. if arg-3 is set:
  524. if {職業::%arg-3%} is set:
  525. delete {職業::%arg-3%}
  526. delete {幾轉職業::%arg-3%}
  527. send "已刪除職業 %arg-3%"
  528. stop trigger
  529. send "&c查無此職業。"
  530. stop trigger
  531. send "&c用法 /class del 存在的職業"
  532. stop trigger
  533. if arg-2 is "list":
  534. loop {職業::*}:
  535. send "%loop-value% - %{幾轉職業::%loop-index%}%轉"
  536. stop trigger
  537. if arg-1 is set:
  538. if arg-2 is set:
  539. if {職業::%arg-2%} is set:
  540. if arg-3 is set:
  541. if {職業::%arg-3%} is set:
  542. if {玩家資料.%player-arg%::職業} is {職業::%arg-2%}:
  543. set {玩家資料.%player-arg%::職業} to arg-3
  544. send "&f職業轉成了為 &a%{職業::%arg-3%}% &l[%{幾轉職業::%arg-3%}%轉]" to player-arg
  545. set the player-arg's display name to "%{玩家資料.%player-arg%::職業}% &a[%{幾轉職業::%{玩家資料.%player-arg%::職業}%}%轉]&f - &a%player-arg%&7"
  546. stop trigger
  547. stop trigger
  548. if {玩家資料.%player-arg%::職業} isn't {職業::%arg-2%}:
  549. set {玩家資料.%player-arg%::職業} to arg-2
  550. send "&f職業轉成了為 &a%{職業::%arg-2%}% &l[%{幾轉職業::%arg-2%}%轉]" to player-arg
  551. set the player-arg's display name to "%{玩家資料.%player-arg%::職業}% &a[%{幾轉職業::%{玩家資料.%player-arg%::職業}%}%轉]&f - &a%player-arg%&7"
  552. stop trigger
  553. else:
  554. stop trigger
  555. send "&c此職業不存在,請聯繫在綫管理員處理" to player-arg
  556. stop trigger
  557. send "/class list"
  558. send "/class make 職業 幾轉"
  559. send "/class del 職業"
  560. send "/class 玩家 職業"
  561. send "/class 玩家 舊轉職業 新轉職業"
  562. on any movement:
  563. if {戰爭參賽者::%player%} is set:
  564. stop
  565. set player's level to {玩家資料.%player%::等級}
  566. if {玩家資料.%player%::職業} is "初心者":
  567. set {_幾轉} to 10
  568. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 0:
  569. set {_幾轉} to 10
  570. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 1:
  571. set {_幾轉} to 30
  572. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 2:
  573. set {_幾轉} to 70
  574. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 3:
  575. set {_幾轉} to 120
  576. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 4:
  577. set {_幾轉} to {@等級限制}
  578. if {玩家資料.%player%::等級} is more than or equal to {_幾轉}:
  579. set player's level to {_幾轉}
  580. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  581. set level progress of the player to 0.99
  582. set {玩家資料.%player%::now} to {玩家資料.%player%::max}
  583. else:
  584. set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
  585. stop
  586. else:
  587. set {_check} to {玩家資料.%player%::now} / {玩家資料.%player%::max}
  588. if {_check} is smaller than or equal to 0.99:
  589. set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
  590. else:
  591. set level progress of the player to 0.99
  592. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  593. if {玩家資料.%player%::等級} is more than or equal to 1:
  594. set {_clv} to 1.6
  595. if {玩家資料.%player%::等級} is more than or equal to 10:
  596. set {_clv} to 1.4
  597. if {玩家資料.%player%::等級} is more than or equal to 15:
  598. set {_clv} to 1.2
  599. if {玩家資料.%player%::等級} is more than or equal to 31:
  600. set {_clv} to 1.1
  601. if {玩家資料.%player%::等級} is more than or equal to 52:
  602. set {_clv} to 1.05
  603. if {玩家資料.%player%::等級} is more than or equal to 71:
  604. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
  605. if {玩家資料.%player%::等級} is more than or equal to 100:
  606. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
  607. if {玩家資料.%player%::等級} is more than or equal to 150:
  608. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
  609. launch ball large firework colored gold at player timed 0.2
  610. set {玩家資料.%player%::max} to round( {_clv} * ({玩家資料.%player%::max}))
  611. set {玩家資料.%player%::now} to round( {玩家資料.%player%::now} ) - {玩家資料.%player%::max}
  612. if {玩家資料.%player%::now} is smaller than or equal to 0:
  613. set {玩家資料.%player%::now} to 0
  614. set {玩家資料.%player%::等級} to {玩家資料.%player%::等級} + 1
  615. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
  616. set {_loop.%player%} to a random integer between 10 and 14
  617. loop {_loop.%player%} times:
  618. wait 2 tick
  619. add 1 to {_notesound.%player%}
  620. if {_notesound.%player%} > 3:
  621. set {_notesound.%player%} to 1
  622. if {_notesound.%player%} = 1:
  623. play raw sound "random.levelup" at player with pitch 2 volume 0.5
  624. if {_notesound.%player%} = 2:
  625. play raw sound "random.levelup" at player with pitch 1 volume 0.5
  626. if {_notesound.%player%} = 3:
  627. play raw sound "random.levelup" at player with pitch 0 volume 0.5
  628. set {_b} to block 2 blocks below player
  629. set {_a} to block below player
  630. if {_a} is beacon:
  631. if {_b} is netherrack:
  632. set {玩家資料.%player%::重生點} to block at location of player
  633. spawn 20 of particle happy villager offset by 0.3, 1, 0.3 at player
  634. command /expget [<text>] [<number>] [<number>]:
  635. permission: op.oao
  636. trigger:
  637. if {玩家資料.%arg-1%::now} is set:
  638. add arg-2 to {玩家資料.%arg-1%::now}
  639. send "&a【系統】 &a&l完成了任務,獲取了經驗值 &f%arg-2% &a。" to arg-1 parsed as player
  640. if arg-3 is set:
  641. set {_錢} to arg-3
  642. add arg-3 to {money::%arg-1%}
  643. set {_all} to 0
  644. while {_錢} is more than or equal to 4096:
  645. remove 4096 from {_錢}
  646. set {_all} to 1 + {_all}
  647. if {_all} is more than or equal to 1:
  648. set {_gold} to "&f%{_all}% &e&l㉤"
  649. else:
  650. set {_gold} to ""
  651. set {_all} to 0
  652. while {_錢} is more than or equal to 64:
  653. remove 64 from {_錢}
  654. set {_all} to 1 + {_all}
  655. if {_all} is more than or equal to 1:
  656. set {_silver} to "&f%{_all}% &f&l㉤"
  657. else:
  658. set {_silver} to ""
  659. set {_all} to 0
  660. while {_錢} is more than or equal to 1:
  661. remove 1 from {_錢}
  662. set {_all} to 1 + {_all}
  663. if {_all} is more than or equal to 1:
  664. set {_money} to "&f%{_all}% &6&l㉤"
  665. else:
  666. set {_money} to ""
  667. send "&a【系統】 &a獲得了 &a%{_gold}%%{_silver}%%{_money}%。" to arg-1 parsed as player
  668. command /stat [<player>] [<text>] [<number>]:
  669. permission: op.oao
  670. trigger:
  671. if arg-1 isn't set:
  672. send "&c違法操作"
  673. stop trigger
  674. set {_arg=1} to player
  675. if arg-1 is set:
  676. set {_arg=1} to arg-1
  677. if {玩家資料.%{_arg=1}%::*} is set:
  678. if arg-3 is set:
  679. if arg-2 is "power":
  680. if {玩家資料.%{_arg=1}%::力量} is more than or equal to {@屬性最高}:
  681. set {玩家資料.%{_arg=1}%::力量} to {@屬性最高}
  682. send "&c您的力量已達到最高,無法繼續加點。" to player-arg
  683. stop trigger
  684. set {_w.%arg-3%} to arg-3
  685. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  686. add arg-3 to {玩家資料.%{_arg=1}%::力量}
  687. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  688. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  689. wait 1 ticks
  690. loop 100 times:
  691. send "&c" to player-arg
  692. execute player-arg command "/lv"
  693. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  694. execute player-arg command "/stats"
  695. stop trigger
  696. if arg-2 is "speed":
  697. if {玩家資料.%{_arg=1}%::敏捷} is more than or equal to {@屬性最高}:
  698. set {玩家資料.%{_arg=1}%::敏捷} to {@屬性最高}
  699. send "&c您的敏捷已達到最高,無法繼續加點。" to player-arg
  700. stop trigger
  701. set {_w.%arg-3%} to arg-3
  702. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  703. add arg-3 to {玩家資料.%{_arg=1}%::敏捷}
  704. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  705. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  706. wait 1 ticks
  707. loop 100 times:
  708. send "&c" to player-arg
  709. execute player-arg command "/lv"
  710. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  711. execute player-arg command "/stats"
  712. stop trigger
  713. if arg-2 is "clever":
  714. if {玩家資料.%{_arg=1}%::智慧} is more than or equal to {@屬性最高}:
  715. set {玩家資料.%{_arg=1}%::智慧} to {@屬性最高}
  716. send "&c您的智慧已達到最高,無法繼續加點。" to player-arg
  717. stop trigger
  718. set {_w.%arg-3%} to arg-3
  719. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  720. add arg-3 to {玩家資料.%{_arg=1}%::智慧}
  721. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  722. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  723. wait 1 ticks
  724. loop 100 times:
  725. send "&c" to player-arg
  726. execute player-arg command "/lv"
  727. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  728. execute player-arg command "/stats"
  729. stop trigger
  730. if arg-2 is "lucky":
  731. if {玩家資料.%{_arg=1}%::幸運} is more than or equal to {@屬性最高}:
  732. set {玩家資料.%{_arg=1}%::幸運} to {@屬性最高}
  733. send "&f您已是個歐洲人,不必繼續加點。" to player-arg
  734. stop trigger
  735. set {_w.%arg-3%} to arg-3
  736. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  737. add arg-3 to {玩家資料.%{_arg=1}%::幸運}
  738. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  739. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  740. if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
  741. set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
  742. else:
  743. set {玩家資料.%{_arg=1}%::爆擊率} to 0
  744. if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
  745. set {玩家資料.%{_arg=1}%::爆擊率} to 100
  746. wait 1 ticks
  747. loop 100 times:
  748. send "&c" to player-arg
  749. execute player-arg command "/lv"
  750. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  751. execute player-arg command "/stats"
  752. stop trigger
  753. send "&c屬性點不足" to player-arg
  754. command /expset [<text>] [<number>]:
  755. trigger:
  756. if player doesn't have permission "op.oao":
  757. execute console command "/warn %player% 該玩家使用管理員指令因此警告一隻。"
  758. stop trigger
  759. if arg-1 is set:
  760. if arg-2 is set:
  761. set {經驗怪物::%arg-1%} to arg-2
  762. send "&f已&9設置&f該怪物額外經驗"
  763. else if {經驗怪物::%arg-1%} is set:
  764. delete {經驗怪物::%arg-1%}
  765. send "&f已&c移除&f該怪物額外經驗"
  766. else if arg-1 isn't set:
  767. loop {經驗怪物::*}:
  768. send "%loop-index% - %loop-value%"
  769. send "&a你要用 /lvlset 怪物名稱 可獲得經驗值 ——來設定經驗"
  770. send "只要怪物名字有你起的名字,就會獲得額外設置的經驗。"
  771. on right click:
  772. if name of player's tool contains "屬性重置卷":
  773. remove 1 of player's tool from player's inventory
  774. set {_力量} to {玩家資料.%player%::力量}
  775. set {玩家資料.%player%::力量} to 0
  776. set {_智慧} to {玩家資料.%player%::智慧}
  777. set {玩家資料.%player%::智慧} to 0
  778. set {_敏捷} to {玩家資料.%player%::敏捷}
  779. set {玩家資料.%player%::敏捷} to 0
  780. set {_幸運} to {玩家資料.%player%::幸運}
  781. set {玩家資料.%player%::幸運} to 0
  782. if ({玩家資料.%player%::幸運} / 10) is more than or equal to 1:
  783. set {玩家資料.%player%::爆擊率} to floor({玩家資料.%player%::幸運} / 10)
  784. else:
  785. set {玩家資料.%player%::爆擊率} to 0
  786. if {玩家資料.%player%::爆擊率} is more than or equal to 100:
  787. set {玩家資料.%player%::爆擊率} to 100
  788. set {玩家資料.%player%::屬性點} to {_幸運} + {_力量} + {_智慧} + {_敏捷} + {玩家資料.%player%::屬性點}
  789. command /stats:
  790. trigger:
  791. if {飾品狀態.%player%::力量} isn't set:
  792. set {飾品狀態.%player%::力量} to 0
  793. if {飾品狀態.%player%::智慧} isn't set:
  794. set {飾品狀態.%player%::智慧} to 0
  795. if {飾品狀態.%player%::敏捷} isn't set:
  796. set {飾品狀態.%player%::敏捷} to 0
  797. if {飾品狀態.%player%::幸運} isn't set:
  798. set {飾品狀態.%player%::幸運} to 0
  799. if {飾品狀態.%player%::爆擊率} isn't set:
  800. set {飾品狀態.%player%::爆擊率} to 0
  801. open chest with 3 row named "&c個人列表" to player
  802. wait 1 ticks
  803. if inventory name of player's current inventory contains "個人列表":
  804. format slot 0 of player with diamond sword named "&6力量" with lore "&f增一點||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]" to close then run "stat %player% power 1"
  805. format slot 18 of player with 10 of diamond sword named "&6力量" with lore "&f加十點||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]" to close then run "stat %player% power 10"
  806. format slot 1 of player with enchanted book named "&b智慧" with lore "&f加一點||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]" to close then run "stat %player% clever 1"
  807. format slot 19 of player with 10 of enchanted book named "&b智慧" with lore "&f加十點||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]" to close then run "stat %player% clever 10"
  808. format slot 2 of player with golden boots named "&a敏捷" with lore "&f加一點||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]" to close then run "stat %player% speed 1"
  809. format slot 20 of player with 10 of golden boots named "&a敏捷" with lore "&f加十點||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]" to close then run "stat %player% speed 10"
  810. format slot 8 of player with lily pads named "&2幸運" with lore "&f加一點||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]" to close then run "stat %player% lucky 1"
  811. format slot 26 of player with lily pads named "&2幸運" with lore "&f加十點||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]" to close then run "stat %player% lucky 10"
  812. wait 1 tick
  813. loop 27 times:
  814. if slot (loop-number - 1) of player's current inventory is air:
  815. if inventory name of player's current inventory contains "個人列表":
  816. format slot (loop-number - 1) of player with stained glass pane:15 named "&6==========&2%player%的資料&6==========" with lore "&E名稱: %player%||&e職業: %{玩家資料.%player%::職業}%||&E等級: &2%{玩家資料.%player%::等級}% &8&3(&8%{玩家資料.%player%::now}%&3/&8%{玩家資料.%player%::max}%&3)||&6屬性:||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]||&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%||&f" to be unstealable
  817. if {飾品狀態.%player%::力量} is 0:
  818. delete {飾品狀態.%player%::力量}
  819. if {飾品狀態.%player%::智慧} is 0:
  820. delete {飾品狀態.%player%::智慧}
  821. if {飾品狀態.%player%::敏捷} is 0:
  822. delete {飾品狀態.%player%::敏捷}
  823. if {飾品狀態.%player%::幸運} is 0:
  824. delete {飾品狀態.%player%::幸運}
  825. if {飾品狀態.%player%::爆擊率} is 0:
  826. delete {飾品狀態.%player%::爆擊率}
  827. command /lv [<text>]:
  828. aliases: /lvl
  829. trigger:
  830. if {飾品狀態.%player%::力量} isn't set:
  831. set {飾品狀態.%player%::力量} to 0
  832. if {飾品狀態.%player%::智慧} isn't set:
  833. set {飾品狀態.%player%::智慧} to 0
  834. if {飾品狀態.%player%::敏捷} isn't set:
  835. set {飾品狀態.%player%::敏捷} to 0
  836. if {飾品狀態.%player%::幸運} isn't set:
  837. set {飾品狀態.%player%::幸運} to 0
  838. if {飾品狀態.%player%::爆擊率} isn't set:
  839. set {飾品狀態.%player%::爆擊率} to 0
  840. if {玩家資料.%player%::幸運} isn't set:
  841. set {玩家資料.%player%::幸運} to 0
  842. if {玩家資料.%player%::幸運} is smaller than or equal to 0:
  843. set {玩家資料.%player%::幸運} to 0
  844. set {_boom} to round ({飾品狀態.%player%::爆擊率} * 100)
  845. set {_VIP} to "&f無"
  846. set {_GG} to ""
  847. if {玩家資料.%player%::VIP} is set:
  848. set {_VIP} to "&c&lV&e&lI&9&lP"
  849. if {玩家資料.%player%::VIP時間} is set:
  850. set {_GG} to floor({玩家資料.%player%::VIP時間} / 60)
  851. if {_GG} is equal to 0:
  852. set {_GG} to "(%{玩家資料.%player%::VIP時間}%分鐘)"
  853. else if {_GG} is more than or equal to 1:
  854. set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60)%小時)"
  855. else:
  856. set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60 / 24)%天)"
  857. else:
  858. set {_GG} to "(永久)"
  859. if arg-1 is set:
  860. set {_a} to arg-1
  861. replace all "&" with "§" in {_a}
  862. set {_VIP} to "&f無"
  863. set {_GG} to ""
  864. if {玩家資料.%{_a}%::VIP} is set:
  865. set {_VIP} to "&c&lV&e&lI&9&lP"
  866. if {玩家資料.%{_a}%::VIP時間} is set:
  867. set {_GG} to floor({玩家資料.%arg-1%::VIP時間} / 60)
  868. if {_GG} is equal to 0:
  869. set {_GG} to "(%{玩家資料.%arg-1%::VIP時間}%分鐘)"
  870. else if {_GG} is more than or equal to 1:
  871. set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時)"
  872. else:
  873. set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天)"
  874. else:
  875. set {_GG} to "(永久)"
  876. if {玩家資料.%{_a}%::*} is set:
  877. if {飾品狀態.%{_a}%::力量} isn't set:
  878. set {飾品狀態.%{_a}%::力量} to 0
  879. if {飾品狀態.%{_a}%::智慧} isn't set:
  880. set {飾品狀態.%{_a}%::智慧} to 0
  881. if {飾品狀態.%{_a}%::敏捷} isn't set:
  882. set {飾品狀態.%{_a}%::敏捷} to 0
  883. if {飾品狀態.%{_a}%::幸運} isn't set:
  884. set {飾品狀態.%{_a}%::幸運} to 0
  885. if {飾品狀態.%{_a}%::爆擊率} isn't set:
  886. set {飾品狀態.%{_a}%::爆擊率} to 0
  887. set {_boom} to round( {飾品狀態.%{_a}%::爆擊率} * 100 )
  888. send "&6==========&2%{_a}%的資料&6=========="
  889. send "&E名稱: %{_a}% &6VIP: &3%{_GG}%%{_VIP}%"
  890. send "&e職業: %{玩家資料.%{_a}%::職業}%"
  891. send "&E等級: &2%{玩家資料.%{_a}%::等級}% &8&3(&8%round({玩家資料.%{_a}%::now})%&3/&8%{玩家資料.%{_a}%::max}%&3)"
  892. set {_hp} to arg-1 parsed as player
  893. send "&c生命值: &f%round({_hp}'s health / {_hp}'s max health * ({_hp}'s max health * 2 + {飾品狀態.%{_hp}%::血量增加}))%/%round({_hp}'s max health * 2 + {飾品狀態.%{_hp}%::血量增加})% &f&l爆擊率 %{玩家資料.%{_a}%::爆擊率} + {_boom}%"
  894. send "&E力量 &6[%{玩家資料.%{_a}%::力量}% + %{飾品狀態.%{_a}%::力量}%]"
  895. send "&e智慧 &b[%{玩家資料.%{_a}%::智慧}% + %{飾品狀態.%{_a}%::智慧}%]"
  896. send "&e敏捷 &a[%{玩家資料.%{_a}%::敏捷}% + %{飾品狀態.%{_a}%::敏捷}%]"
  897. send "&e幸運 &2[%{玩家資料.%{_a}%::幸運}% + %{飾品狀態.%{_a}%::幸運}%]" to player
  898. stop trigger
  899. send "&6==========&2%player%的資料&6=========="
  900. send "&E名稱: %player% &6VIP: &3%{_GG}%%{_VIP}%"
  901. send "&e職業: %{玩家資料.%player%::職業}%"
  902. send "&E等級: &2%{玩家資料.%player%::等級}% &8&3(&8%round({玩家資料.%player%::now})%&3/&8%{玩家資料.%player%::max}%&3)"
  903. send "&c生命值: &f%round(player's health / player's max health * (player's max health * 2 + {飾品狀態.%player%::血量增加}))%/%round(player's max health * 2 + {飾品狀態.%player%::血量增加})% &f&l爆擊率: &f%{玩家資料.%player%::爆擊率} + {_boom}% "
  904. send "&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%] "
  905. send "&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%] "
  906. send "&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%] "
  907. send "&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%] " to player
  908. if {玩家資料.%player%::經驗卷時間} is set:
  909. send ""
  910. set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
  911. if {_內容} is equal to 0:
  912. set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
  913. else if {_內容} is more than or equal to 3600:
  914. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 3600)%小時%floor({玩家資料.%player%::經驗卷時間} / 60) - 3600%分鐘"
  915. else:
  916. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
  917. send "&e經驗獲得倍率: &2%({玩家資料.%player%::經驗卷} + 1) * 100%%% &e剩餘時間預計: &f%{_內容}%"
  918. if {玩家資料.%player%::屬性點} is more than or equal to 1:
  919. send "&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%"
  920. send json of "&f- 還有未分配的屬性點... &a[點此分配]" run "/stats" to player
  921. command /show:
  922. trigger:
  923. if player's tool is empty:
  924. send "不要秀出你的男/女朋友啦...."
  925. stop
  926. if name of player's tool contains "公告卷":
  927. send "手上持有公告卷時無法發公告"
  928. stop
  929. set {_loop} to 0
  930. loop 3 times:
  931. loop all items in player's inventory:
  932. if name of loop-item contains "公告卷":
  933. set {_save} to loop-item
  934. remove 1 of loop-item from player's inventory
  935. add 1 to {_loop}
  936. if {_loop} is 3:
  937. log "%player% 用 道具 秀出了一次物品 。%now%" to "秀出記錄.log"
  938. set {_lore.%player%::*} to lore of player's tool split at "||"
  939. send "&a玩家 %player% &d秀出物品 :" to all players
  940. set {_name} to "%name of player's tool%"
  941. if {_name} contains "none":
  942. set {_name} to type of player's tool
  943. set {_id} to id of player's tool
  944. set {_datavalue} to data value of player's tool
  945. send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
  946. loop {_lore.%player%::*}:
  947. send " &f%loop-value%" to all players
  948. stop
  949. else:
  950. give {_loop} of {_save} to player
  951. if {money::%player%} is more than or equal to 1500:
  952. remove 1500 from {money::%player%}
  953. log "%player% 用 錢 秀出了一次物品 。%now%" to "秀出記錄.log"
  954. set {_lore.%player%::*} to lore of player's tool split at "||"
  955. send "&a玩家 %player% &d秀出物品 :" to all players
  956. set {_name} to "%name of player's tool%"
  957. if {_name} contains "none":
  958. set {_name} to type of player's tool
  959. set {_id} to id of player's tool
  960. set {_datavalue} to data value of player's tool
  961. send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
  962. loop {_lore.%player%::*}:
  963. send " &f%loop-value%" to all players
  964. send "&a已投入十五銀到來放公告" to player
  965. else:
  966. execute player command "/money"
  967. send "&6你摸了摸口袋,你的錢完全不夠十五銀放公告吖(・ω・')" to player
  968. on damage:
  969. if {復活手續.%victim%} is set:
  970. cancel event
  971. if {復活手續.%attacker%} is set:
  972. cancel event
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